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GeForce 8300 GS (OEM) vs GeForce GTX 660 Ti

Intro

The GeForce 8300 GS (OEM) has a GPU core clock speed of 450 MHz, and the 128 MB of DDR2 RAM runs at 400 MHz through a 64-bit bus. It also is comprised of 8 SPUs, 4 Texture Address Units, and 2 Raster Operation Units.

Compare that to the GeForce GTX 660 Ti, which features a GPU core clock speed of 915 MHz, and 2048 MB of GDDR5 RAM running at 1500 MHz through a 192-bit bus. It also is comprised of 1344 Stream Processors, 112 Texture Address Units, and 24 Raster Operation Units.

Texel Rate

The GeForce GTX 660 Ti should be a lot (more or less 5593%) more effective at anisotropic filtering than the GeForce 8300 GS (OEM). (explain)

GeForce GTX 660 Ti

102480 Mtexels/sec

GeForce 8300 GS (OEM)

1800 Mtexels/sec

Difference: 100680 (5593%)

Pixel Rate

The GeForce GTX 660 Ti will be a lot (about 2340%) better at AA than the GeForce 8300 GS (OEM), and should be capable of handling higher screen resolutions without slowing down too much. (explain)

GeForce GTX 660 Ti

21960 Mpixels/sec

GeForce 8300 GS (OEM)

900 Mpixels/sec

Difference: 21060 (2340%)

Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.

Price Comparison

GeForce 8300 GS (OEM)

Amazon.com

GeForce GTX 660 Ti

Amazon.com

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

Model

GeForce 8300 GS (OEM)

GeForce GTX 660 Ti

Manufacturer

nVidia

nVidia

Year

July 2007

August 2012

Code Name

G86

GK104

Fab Process

80 nm

28 nm

Bus

PCI Express x16

PCIe 3.0 x16

Memory

128 MB

2048 MB

Core Speed

450 MHz

915 MHz

Shader Speed

900 MHz

915 MHz

Memory Speed

400 MHz (800 MHz effective)

1500 MHz (6000 MHz effective)

Unified Shaders

8

1344

Texture Mapping Units

4

112

Render Output Units

2

24

Bus Type

DDR2

GDDR5

Bus Width

64-bit

192-bit

DirectX Version

DirectX 10

DirectX 11.0

OpenGL Version

OpenGL 3.0

OpenGL 4.3

Power (Max TDP)

40 watts

150 watts

Shader Model

4.0

5.0

Bandwidth

6400 MB/sec

144000 MB/sec

Texel Rate

1800 Mtexels/sec

102480 Mtexels/sec

Pixel Rate

900 Mpixels/sec

21960 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x.
The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.

Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen.
The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.